* Adds barotrauma, disables it for now * At least show status effect, but don't damage the mobs * Fix switch misuse
99 lines
3.8 KiB
C#
99 lines
3.8 KiB
C#
using System.Runtime.CompilerServices;
|
|
using CannyFastMath;
|
|
using Content.Server.GameObjects.Components.Mobs;
|
|
using Content.Server.GameObjects.EntitySystems;
|
|
using Content.Server.Interfaces.GameObjects;
|
|
using Content.Shared.Atmos;
|
|
using Content.Shared.GameObjects.Components.Mobs;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
|
|
namespace Content.Server.GameObjects.Components.Atmos
|
|
{
|
|
/// <summary>
|
|
/// Barotrauma: injury because of changes in air pressure.
|
|
/// </summary>
|
|
[RegisterComponent]
|
|
public class BarotraumaComponent : Component
|
|
{
|
|
public override string Name => "Barotrauma";
|
|
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public void Update(float frameTime)
|
|
{
|
|
if (!Owner.TryGetComponent(out DamageableComponent damageable)) return;
|
|
Owner.TryGetComponent(out ServerStatusEffectsComponent status);
|
|
|
|
var coordinates = Owner.Transform.GridPosition;
|
|
var gridAtmos = EntitySystem.Get<AtmosphereSystem>().GetGridAtmosphere(coordinates.GridID);
|
|
var tile = gridAtmos?.GetTile(coordinates);
|
|
|
|
var pressure = 1f;
|
|
var highPressureMultiplier = 1f;
|
|
var lowPressureMultiplier = 1f;
|
|
|
|
foreach (var protection in Owner.GetAllComponents<IPressureProtection>())
|
|
{
|
|
highPressureMultiplier *= protection.HighPressureMultiplier;
|
|
lowPressureMultiplier *= protection.LowPressureMultiplier;
|
|
}
|
|
|
|
if (tile?.Air != null)
|
|
pressure = MathF.Max(tile.Air.Pressure, 1f);
|
|
|
|
switch (pressure)
|
|
{
|
|
// Low pressure.
|
|
case var p when p <= Atmospherics.WarningLowPressure:
|
|
pressure *= lowPressureMultiplier;
|
|
|
|
if(pressure > Atmospherics.WarningLowPressure)
|
|
goto default;
|
|
|
|
// TODO ATMOS Uncomment this when saltern is pressurized
|
|
//damageable.TakeDamage(DamageType.Brute, Atmospherics.LowPressureDamage, Owner, null);
|
|
|
|
if (status == null) break;
|
|
|
|
if (pressure <= Atmospherics.HazardLowPressure)
|
|
{
|
|
status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/lowpressure2.png", null);
|
|
break;
|
|
}
|
|
|
|
status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/lowpressure1.png", null);
|
|
break;
|
|
|
|
// High pressure.
|
|
case var p when p >= Atmospherics.WarningHighPressure:
|
|
pressure *= highPressureMultiplier;
|
|
|
|
if(pressure < Atmospherics.WarningHighPressure)
|
|
goto default;
|
|
|
|
var damage = (int) MathF.Min((pressure / Atmospherics.HazardHighPressure) * Atmospherics.PressureDamageCoefficient, Atmospherics.MaxHighPressureDamage);
|
|
|
|
// TODO ATMOS Uncomment this when saltern is pressurized
|
|
//damageable.TakeDamage(DamageType.Brute, damage, Owner, null);
|
|
|
|
if (status == null) break;
|
|
|
|
if (pressure >= Atmospherics.HazardHighPressure)
|
|
{
|
|
status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/highpressure2.png", null);
|
|
break;
|
|
}
|
|
|
|
status.ChangeStatusEffect(StatusEffect.Pressure, "/Textures/Interface/StatusEffects/Pressure/highpressure1.png", null);
|
|
break;
|
|
|
|
// Normal pressure.
|
|
default:
|
|
status?.RemoveStatusEffect(StatusEffect.Pressure);
|
|
break;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|